hard · 13 rooms · did not come back · seed log-hard-110
🌑 The party works the monster to the edge and puts it into a crack across the floor: 13 damage on the way down.
The line this delve would be retold by.
13 of 13 values met. A reading, not a grade — the score exists to sort logs, not to judge them.
| Value | What the log shows | |
|---|---|---|
| met | A delve should be about somebody. | Tycho Brahe carries it (6 mentions against 5); 4/4 named |
| met | Rooms should be in the order they are for a reason. | 5 of 13 rooms answer an earlier one (38%) |
| met | Something must go wrong, and it should be legible when it does. | 8 rooms cost the party something |
| met | If every room is a beat, no room is. | the loudest room runs 2.0× the median (peak 4, median 2) |
| met | A choice reads as a choice only when the alternatives are named. | 13 of 13 deliberations name a road not taken |
| met | A death is only worth reading if the dead had a line first. | 4 deaths, each of somebody the reader had met |
| met | Name the thing and state the number. | 13 of 13 resolutions state a number |
| met | The party should not argue in one voice. | 5 distinct voices across 13 deliberations |
| met | No sentence should appear twice in one delve, verbatim. | every effect line is said once |
| met | The boss should get to be a boss. | the throne room ran an unstated number of rounds |
| met | A resolution should be readable in one breath. | every resolution inside its budget |
| met | The back half should cost more than the front half. | front half 6, back half 9 |
| met | The ending should answer the delve it ended. | the epitaph names somebody who went down |
A library. The party can study here to learn spells. A brazier burns in its bracket — nobody has been here to feed it, and it burns anyway. Pillars break the room into aisles — something to fight behind.
They might have chosen to read the sealed texts, or study the shelves — Tycho Brahe made the case: "A fight you skip counts double." The party chose to fill the waterskins.
⛲ The party fills its waterskins at a stone font of still water: 3 health healed.
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to imagine what the image should be, or recognize the mosaic — Giordano Bruno made the case: "The safety margin is where the good magic lives." The party chose to reconstruct the mosaic from memory.
🧠 Every detail aligns. The mosaic rebuilds perfectly, and what it shows is the floor plan of the rooms ahead — where the snare is, and where there is room to spread out before it. +20 score. 🎓 Everything this asks for, the party happens to have brought: +25 renown.
The dungeon itself turns hostile. The party must brace together or scatter. A pit takes up a third of the floor. The bottom is not visible. Half the ceiling is on the floor, in pieces worth stepping around.
They might have chosen to pass a plan through the stone, or speak mind to mind — John Dee made the case: "Heal fast, ask later." The party chose to shout through it.
📢 Nothing carries. Both halves eventually go the long way round and meet somewhere in the middle, having each independently fought whatever it was. 5 damage, and nobody is standing where they meant to be.
🛡️ Tycho Brahe takes the front of the march, and the rest fall in behind.
✚ Tycho Brahe is opened up badly enough that the delve will keep it: 11 is as whole as they get until town. The Reckless do not stop to bind anything, and more of it stays with them.
A shrine. Resting here heals the party; the gold leaf on the altar could be stripped instead. Pillars break the room into aisles — something to fight behind. A font holds water that has been still a long time and is somehow clean.
They might have chosen to sing the third harmony, or attune the resonances — Isabella Cortese made the case: "Add nothing until you know what it does. Then add plenty." The party chose to link the three frequencies.
🔗 The three principles understand each other. Tension dissolves; the frequencies fade into silence, and the walls steady. +16 score. 🎓 It is answered from three directions at once and stays answered: +25 renown.
A trap blocks the corridor. The party must disarm it, avoid it, or take the hit. A bed of rusted spikes stands out of the floor, most of them still upright. Half the ceiling is on the floor, in pieces worth stepping around.
They might have chosen to solve the progression, or read the dust — Tycho Brahe made the case: "Plan? I'm the plan." The party chose to push through and take the hit.
💥 The party pushes through the trap, taking 2 damage. 🔮 This is the snare the party was told about: half the damage it would have done. 🪶 Feather Step takes the party's weight off the floor: 3 less damage from anything underfoot.
🕳️ Tycho Brahe finds a hidden door into the flooded wing. Behind it: a floor that slopes down into standing water. Its rooms join the route.
The dungeon itself turns hostile. The party must brace together or scatter. A pit takes up a third of the floor. The bottom is not visible. Half the ceiling is on the floor, in pieces worth stepping around.
They might have chosen to brace together, or sift the rubble — Giordano Bruno made the case: "Overchannel? I call it generous casting." The party chose to scatter and regroup.
🌋 The party scatters; 3 members guessed wrong and took 3 damage each.
✚ Tycho Brahe is wounded again — 2 scars now, and nothing can heal them past 9 before town.
✚ Giordano Bruno takes a wound that will not close down here. Healing can bring them back to 10, no further, until town. The Reckless do not stop to bind anything, and more of it stays with them.
✚ That one leaves a mark on Isabella Cortese. Their ceiling drops to 11 for the rest of the delve. The Reckless do not stop to bind anything, and more of it stays with them.
A trap blocks the corridor. The party must disarm it, avoid it, or take the hit. A tripwire runs up the wall to a bell: an alarm trap. Little damage, but the next monster will be warned (+2 attack). Half the ceiling is on the floor, in pieces worth stepping around. A pit takes up a third of the floor. The bottom is not visible.
They might have chosen to search for a way around, or bypass it with a utility spell — John Dee made the case: "The god forgives. That's the whole strategy." The party chose to push through and take the hit.
💥 The party pushes through the trap, taking 2 damage. 🪶 Feather Step takes the party's weight off the floor: 3 less damage from anything underfoot. 🔔 The alarm rings through the dungeon: the next monster will attack with +2.
A hidden vault, stacked with treasure. Vaults always hold something beyond coin. Shelves sag under books nobody has audited in a century. A portcullis hangs raised above the passage, on a chain that still turns.
They might have chosen to loot the treasure, or leave it alone — Isabella Cortese made the case: "Shake it and see." The party chose to inspect it first.
🔍 The party checks for mimics and curses first, then takes 97 gold safely. 🔍 The Masterwork Lockpicks found everything: the full gold taken, nothing missed. 📜 Also in the hoard: a scroll of Shatter, added to the grimoire.
🕯️ The wick is well down the oil. 2 more marches of light, then none.
A trap blocks the corridor. The party must disarm it, avoid it, or take the hit. A tripwire runs up the wall to a bell: an alarm trap. Little damage, but the next monster will be warned (+2 attack). Half the ceiling is on the floor, in pieces worth stepping around.
They might have chosen to search for a way around, or bypass it with a utility spell — Tycho Brahe made the case: "Last one in buys the ale!" The party chose to push through and take the hit.
💥 The party pushes through the trap, taking 2 damage. 🪶 Feather Step takes the party's weight off the floor: 3 less damage from anything underfoot. 🔔 The alarm rings through the dungeon: the next monster will attack with +2.
🕯️ The wick is well down the oil. 1 more march of light, then none.
A goblin toll-gang holds the room (attack 8, health 18). The party must decide how to get past it. A portcullis hangs raised above the passage, on a chain that still turns. A silvered mirror leans against the wall, and it shows the room more honestly than the room does.
They might have chosen to fall back, or pay the toll — Tycho Brahe made the case: "I hit hardest from the side nobody's watching." The party chose to stand and fight.
🪄 Giordano Bruno uses the Wand of Embers — Meteor Fall: 8 damage before round one. ⚔️ The party kills a goblin toll-gang in 1 round, taking 0 damage. 📐 The party meets it standing as the last room left them. 🔔 The alarm tripped earlier warned it: the monster attacks with +2 this fight. 🗡️ The daggers land before the argument starts: nothing comes back in the first round. 💥 The Reckless finish the fight with style: +5 score. 🎒 3 more preparations hold besides — the ledger keeps them.
🕯️ The last of the oil goes. From here the party walks in the dark.
A treasure chest sits in the room. It may hold gold; it may be a mimic. Somebody stacked supplies here and never came back for them. A silvered mirror leans against the wall, and it shows the room more honestly than the room does.
They might have chosen to experiment with the assembly, or dissolve the lock — John Dee made the case: "The god helps those who check for tripwires." The party chose to understand the mechanism and fix it.
🔧 The mechanism is understood and restored — it was a door-holder, and it shows the party how the builders meant to stand in this passage. The party takes that shape and keeps it. +22 score, and a shield wall into the next fight. 🎓 Three disciplines on one problem, none of them guessing: +25 renown.
🪶 Feather Step means the floor never tells them what they hit. Nothing does: 3 damage avoided.
A goblin toll-gang holds the room (attack 8, health 18). The party must decide how to get past it. A crack runs the width of the room, wide enough to matter and too wide to jump twice.
They might have chosen to stand and fight, or fall back — Isabella Cortese made the case: "Measure twice, pour once." The party chose to put it down the crack in the floor.
🌑 The party works the monster to the edge and puts it into a crack across the floor: 13 damage on the way down. ⚔️ A goblin toll-gang is finished before it can strike back. 📐 The party meets it standing as the last room left them. 🗡️ The daggers land before the argument starts: nothing comes back in the first round. 💥 The Reckless finish the fight with style: +5 score. 🎒 2 more preparations hold besides — the ledger keeps them.
The boss chamber. The Ogre King Under the Stair waits at its center (attack 21, health 58); killing it clears the dungeon. Plate and chitin cover it: the party's blows do 2 less damage each round. A pit takes up a third of the floor. The bottom is not visible. Pillars break the room into aisles — something to fight behind.
They might have chosen to fall back, or pay the toll — the Cunning looked for the way that costs least. The party chose to stand and fight.
🪄 Giordano Bruno uses the Wand of Embers — Meteor Fall: 8 damage before round one. ☠️ The Ogre King Under the Stair is too strong: the party is beaten down over 5 rounds. 🩸 It is John Dee standing in front of it: 13 of the 64 the party takes. 🗡️ The daggers land before the argument starts: nothing comes back in the first round. 💚 Balm of Hours closes Giordano Bruno's wounds mid-fight: 15 healed in round 2, then 8 a round while it holds. 🎒 4 more preparations hold besides — the ledger keeps them.
☠️ Tycho Brahe falls. The party's fighter is dead; the 3 still standing march on.
☠️ Giordano Bruno falls. The party's wizard is dead; the 2 still standing march on.
☠️ John Dee falls. The party's cleric is dead; one of them is still standing.
☠️ Isabella Cortese falls. The party's alchemist is dead, and there is nobody left to carry them out.
The party is wiped out in the Old Delve. The dead: Tycho Brahe, Giordano Bruno, John Dee, Isabella Cortese. Rooms cleared: 12. Trophies lost with them: 2 (latest: 💰 the toll-purse).
Regenerate this exact delve:
npm run simulate -- --seed log-hard-110